Iron Inquisitor (Apath)
Unofficial rules compendium | |
|
Iron inquisitor is a inquisitor archetype with martial arts training. Seen as the ultimate example of discipline in the lands they serve, the iron inquisitor is often both prosecutor and judge. He is a practitioner of the way of the void
Class Features
The iron inquisitor has all the standard inquisitor' class features, except as noted below.
Weapon and Armor Proficiency
Iron inquisitors are proficient with the club, dagger, hand crossbow, quarterstaff, sai, and the favored weapon of her deity. If eastern weapons are in use, they are also proficient with the butterfly sword, fighting fan, and hanbo. They have no proficiency with armor or shields.
AC Bonus (Ex)
When unarmored, unencumbered, and not using a shield, the iron inquisitor adds her Wisdom bonus (if any) as a dodge bonus to her CMD and Armor Class. In addition, a iron inquisitor gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five iron inquisitor levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the iron inquisitor is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
This ability replaces armor and shield proficiency.
Unarmed Fighting (Ex)
A iron inquisitor gains Improved Unarmed Combat as a bonus feat at first level and inflicts 1d6 damage with an unarmed attack. A iron inquisitor's attacks may be with fist, elbows, knees, and feet. This means that a iron inquisitor may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a iron inquisitor striking unarmed. A iron inquisitor may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a iron inquisitor's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A iron inquisitor's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A iron inquisitor can use any ability that normally requires a melee weapon with an unarmed attack, specifically to the judgement and bane abilities.
The damage of the iron inquisitor increases with base attack bonus; when base attack bonus reaches +4, unarmed damage becomes 1d8. At base attack +8 unarmed damage becomes 1d10, at +12 it becomes 2d6.
This damage is for a Medium character. For Small and Large characters, see martial arts strikes.
This replaces domain.
Table: The Iron Inquisitor
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Unarmed Damage | AC Bonus | Spells per Day | |||||
1st | 2nd | 3rd | 4th | 5th | 6th | ||||||||
1st | +0 | +2 | +0 | +2 | Judgment 1/day, monster lore, orisons, stern gaze, unarmed fighting | 1d6 | +0 | 1 | — | — | — | — | — |
2nd | +1 | +3 | +0 | +3 | Cunning initiative, detect alignment, track | 1d6 | +0 | 2 | — | — | — | — | — |
3rd | +2 | +3 | +1 | +3 | Solo tactics, teamwork feat | 1d6 | +0 | 3 | — | — | — | — | — |
4th | +3 | +4 | +1 | +4 | Judgment 2/day | 1d8 | +1 | 3 | 1 | — | — | — | — |
5th | +3 | +4 | +1 | +4 | Bane, discern lies | 1d8 | +1 | 4 | 2 | — | — | — | — |
6th | +4 | +5 | +2 | +5 | Teamwork feat | 1d8 | +1 | 4 | 3 | — | — | — | — |
7th | +5 | +5 | +2 | +5 | Judgment 3/day | 1d8 | +1 | 4 | 3 | 1 | — | — | — |
8th | +6/+1 | +6 | +2 | +6 | Second judgment | 1d8 | +2 | 4 | 4 | 2 | — | — | — |
9th | +6/+1 | +6 | +3 | +6 | Teamwork feat | 1d8 | +2 | 5 | 4 | 3 | — | — | — |
10th | +7/+2 | +7 | +3 | +7 | Judgment 4/day | 1d8 | +2 | 5 | 4 | 3 | 1 | — | — |
11th | +8/+3 | +7 | +3 | +7 | Stalwart | 1d10 | +2 | 5 | 4 | 4 | 2 | — | — |
12th | +9/+4 | +8 | +4 | +8 | Greater bane, teamwork feat | 1d10 | +3 | 5 | 5 | 4 | 3 | — | — |
13th | +9/+4 | +8 | +4 | +8 | Judgment 5/day | 1d10 | +3 | 5 | 5 | 4 | 3 | 1 | — |
14th | +10/+5 | +9 | +4 | +9 | Exploit weakness | 1d10 | +3 | 5 | 5 | 4 | 4 | 2 | — |
15th | +11/+6/+1 | +9 | +5 | +9 | Teamwork feat | 1d10 | +3 | 5 | 5 | 5 | 4 | 3 | — |
16th | +12/+7/+2 | +10 | +5 | +10 | Judgment 6/day, third judgment | 1d10 | +4 | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +12/+7/+2 | +10 | +5 | +10 | Slayer | 2d6 | +4 | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13/+8/+3 | +11 | +6 | +11 | Teamwork feat | 2d6 | +4 | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14/+9/+4 | +11 | +6 | +11 | Judgment 7/day | 2d6 | +4 | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15/+10/+5 | +12 | +6 | +12 | True judgment | 2d6 | +5 | 5 | 5 | 5 | 5 | 5 | 5 |
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Weapon and Armor Proficiency
- Domain